Picture this in your mind: Black fades out to display a beautiful depiction of Hogwarts. Camera pans around the castle and zooms into a nearby window (just like in most of the movies) and random students are seen going down a stairway. Next thing you know, camera is scrolling down the stairs from a top-down perspective. If you are a fan of Harry Potter, I know that you got a good mental picture of what I just described, possibly with even more details than those I came up with. Now, here's the question: If we can get such a clear vision of what an ideal realization of the Harry Potter universe in game form can look like, why can't developers / publishers do the same thing? In this simple article-like piece of writing, I'll delve into the possible reasons why we haven't got the Harry Potter videogame experience we deserve. Not only that, but I'm going to leave you with some ideas of my own for a hypothetical HP game. Bear in mind that these ideas might not resonate with yours, and that is the main purpose of this piece: to get you thinking on what you would want to see, and see how many people agree with your concept. With that said, let's dive in!

As you may already know from a recent IGN article, the Harry Potter rights were acquired by Warner Bros. back in the 90's, when the franchise was still in its starting books. They made movies and merchandise, but for some reason, EA ended up obtaining the rights to make the games. These were movie tie-ins, which most likely meant they had tight deadlines to make it to market. As a result, the quality of the titles went down with each release, leading up to the last two games, which met critical disapproval. One could say that they did what they could with the source material they were given, but maybe quality standards were not set that high.

Now that the book releases have ended (Harry's story, at least), whoever holds the rights to this day could capitalize on this universe and make it more personal. With an industry that reinvigorates franchises that were either inconsistently good or downright bad, it is not out of the question to expect something like this. Whatever we get (if we do get anything) must be heavily influenced by J.K. Rowling herself. That is, she must be in contact with said project at all times, making sure that the rendition of her universe is accurate. I'll get into specifics ahead, but I'd expect something like what we saw with South Park: The stick of Truth. The game was a critical success, and that can be attributed in part to the creators of the series being heavily involved in the development process.

Now for the ideas. Action RPG. Let that sink in. As we all know, RPGs have a higher focus on story than other genres. The best case for this kind of game would be to stray away from the storyline of the books to give developers (and J.K.) as much creative freedom as possible. I'd really appreciate a Star Wars: The Force Unleashed kind of approach. That is, an untold story that happens as an aside from the main storyline. That way, we could be seeing some familiar faces, but under a different situation. Personally, I would rather the game take place before the rise of Voldemort. That way, the focus can be on the characters of the time and not in Harry or his parents. The game could also take a cue from the recent Batman games, including clever nods to magical historical figures and cameos from characters that were absent from the main storyline due to being either dead or just plain absent (Looking at you, Grindelwald). Getting such freedom of writing can also allow developers to give players the choice of character creation. Making your own avatar at your heart's content is a staple of most modern RPGs, and would be perfect in this kind of game where immersion is more than welcome.

Having defined the RPG part, I cannot leave out the action, since it is necessary in order to capture a wider audience. Of course, action RPG almost always means an open world must come along with it, and this is where the game can really capture the magic of this universe. Open world Hogwarts sounds pretty good on its own, but imagine having access to other Wizarding landmarks such as the Ministry of Magic or even Azkaban. All of this would be nothing if it didn't come with decent combat, and this universe can fit so much into that with so little effort that it is almost overwhelming. The sheer amount of spells a simple stick of wood can conjure in this universe is just ridiculous, and would make for fun combat. Leveling up and skill trees would fit in perfectly with this kind of game. If Skyrim managed to make spells fun, why can't a HP game do the same?

Unfortunately, this means that there has to be a lot of enemies to fight, and this is the pitfall this franchise has fallen into when you think about it. A mandatory example would have to be the sixth book (Half-Blood Prince), in which the action is limited to a brief Death Eater fight near the end. Being in the past and in another storyline is a must to fix this. A dark wizard in the making plotting his rise to power in Hogwarts and you trying to stop him would be a good enough concept. That, and having to visit different locations in your quest to stop him...or join him.

This brings me to my next point: Morality. Many games have some form of it implemented, and it usually goes as follows: You make a right choice, you edge a morality meter towards good. Do some evil, and the meter moves towards bad. Simple concept, but allows for such awesome things such as alternate endings. I prefer not to go into specific plot points that I can think of because that always takes a turn for the bad, but the storyline of such a game would have to wrap around the concept of morality for it to work. Fixed something for that Squib? That gets you good person points. Avada Kedavra someone, and you might just get sent off to Azkaban. Again, close supervision from J.K. is a must.

Finally, some other ideas that could be implemented, but are actually less appealing than the concept previously presented. A first would be a Dragon Ball Z: Xenoverse kind of game in which someone altered the course of history for the worse (with a Time Turner, maybe?) and you have to go through each of the setpiece moments of the main storyline fixing them. The problem with this is that it would ditch the open world concept for a more linear and story driven approach. Another idea would be making the game a full-fledged MMORPG, but that would just make the story more open-ended and would alienate a lot of players if it doesn't make it to consoles (Which tends to be the case with this kind of game). Maybe these would work, but I don't feel like they are as strong as the one I'm showcasing.

So there you have it: My ideal Potter game. The question is, is this also your ideal Potter game? Do you disagree with my view? Do you think that the franchise should remain dormant (aside from so-so releases like Wonderbook) and vanish from public view? Let me know what you think in the comments. I welcome all input.

The Super Nintendo Entertainment System blew away many gamers when it first released back in 1991. The way it revolutionized many of Nintendo's recently established franchises still lingers in most people's minds. Kicking off with a Mario game in the form of Super Mario World must have helped a lot to that reputation, especially when that same Mario game went on to be considered one of the best of all time. The other NES icons followed, while new IP's were introduced, such as F-Zero and spin-offs like Mario Kart. There was one franchise, however, that was absent for most of the SNES lifetime.

That franchise was Metroid.

The first entry in this long-running series set the standard for open-world exploration games, and gave birth to a new and addictive formula. Gunpei Yokoi, the series creator, must have foreseen the possibilities now open to him thanks to the power of this new piece of hardware, proven time and time again with releases such as Super Castlevania IV and the aforementioned F-Zero. The timing was ideal for a Metroid sequel, and finally, in 1994, we got it in the form of Super Metroid.

Even though this game has already reached into the hearts of many gamers and critics, can such a legendary title meet today's quality standards? Does it hold up against more recent releases? I plucked down the 800 Wii points, and gave this Classic a good long playthrough. What I found out left me amazed, floored, and extremely satisfied.

Considering that this game is about 18 years old, it's incredible that the graphics look so good. From the opening scene in Ceres Space Station to the dephts of Brinstar, this game is a joy to look at. The small particle effects, the lava lighting up the rocky backdrops — even Samus suit is fully animated when she is just standing still. The change in suits is completely noticeable, unlike the first game, where the suit changed its color palette so slightly you wouldn't even notice you had just acquired a new Power-Up.

The animations are fluid, and convey the situations in unique ways. One example of this is the Super Metroid fight, where Samus clearly shows signs of fatigue. The bosses are massive, and extremely polished in detail, even for today's standards. In addition to all of this, there is practically no lag or framerate drop that I know of, not even when there are a lot of enemies onscreen. Overall, an amazing graphical achievement for its time, and a visually appealing game, even today.

Graphics aside, the music in this game will blow you away. From the subtle tunes of an elevator room, to the epic theme that plays on Ridley's chambers deep in Norfair, the music fits the environments perfectly. The themes on Maridia and Brinstar also deserve an honorable mention because they are still stuck on my head. Sound effects are always on cue, never lagging behind or playing ahead of time. Enemy cries correspond their sources, and make for a tense atmosphere. All in all, the sound quality is amazing, even when measured by today's standards.

However, all of this would not make as much of an impact if it wasn't fully backed up by good gameplay. The development team behind Super Metroid was smart enough (to my relief) to include a controller customization option, and I took advantage of it to adapt to the controllers quickly. Furthermore, the controls are fully responsive. Never for a moment did Samus do anything I didn't intend her to do. In terms of game length, I have to say that I'm really surprised. This is an ambitious game, and I can tell you that with a straight face after my 20-hour playthrough. That was a quick, incomplete run through the game — that is, barely touching any of the dozens of collectibles scattered all around the map. As you may know, this game is designed with replay value in mind. To get the most out of it, you will have to beat it at least three times, and I assure you that you will love doing so if you are into this type of games. There are other things such as the very useful map system and the hidden techniques, but for the sake of length, I will not spoil it all for you.

The story in this game is what you would expect from a SNES game: Short, but good enough to get you hooked. You play as Samus Aran, a Space Bounty Hunter that has just saved the galaxy from the series' titular enemies: The Metroid. However, when all seems well, Space Pirates attack and steal the last Metroid in order to start a Biological Terrorism Attack on the galaxy. Samus must then take off after her archenemy and series' mainstay Ridley, which leads her back to where it all began: Planet Zebes. From that point on, the story takes a backseat, only surfacing at select points in the entire campaign. This might seem like a bad plot, but for a game like Super Metroid, where exploration and replayability are crucial, It is the best choice developers could have ever made. It reminded me of an earlier time where story did not intrude in the game, and made me miss such a golden age in gaming.

Closing comments:

Super Metroid was considered a masterpiece when it released back in 1994 here in America, and I can safely say that, even by today's standards, this game holds up extraordinarily well. I had what I consider to be one of the best (if not THE best) gaming experiences in my whole life while playing through this masterpiece. On all fronts, it is a must-play gem that anyone can (and should) enjoy.

The Castlevania franchise is one of the most beloved in the entire videogame industry, constantly giving us entries that mix up the formula before we get used to it. Portable games like Order of Ecclesia and Harmony of Dissonance have been especially addictive, but console releases often tend to fall flat. However, everyone knows that before all of these disappointing games, there was a classic that helped with defining the series' direction.

That classic is Castlevania: Symphony of the Night.

Today, many years after its release, Symphony of the Night is revered as the best game in the entire series. Fans loved it. Critics loved it. In fact, it was so good, the formula established in this game was followed loyally by all subsequent handheld releases. But, does that legendary title hold up in today's world? After buying a PSN card worth 20 dollars, I decided to find the answer to that question by myself.

First thing I noticed, was that the graphics are no longer up to standards. Don't get me wrong. I love the idea of sprite-based graphics, but the character models and backgrounds look a bit blurry. The animation and attention to detail on the main character, Alucard, are simply amazing. I am still finding new animations, like when he steps on the edge of a hole, or when he turns into a bat and the bat familiar gets a small heart over its head. I also found the ability to change Alucard's cloak color to be a pretty cool, yet simple addition. The graphical fidelity of this game, however, will scare younger gamers away. Older gamers and fans can take it in with little to no problems.

Next thing that caught my attention was the music. The soundtrack of this game is well worth buying by itself. Several tunes (like the Library one) set the atmosphere of their respective area and perfectly fit with the Gothic, horror theme the franchise is known for. In addition to this, the characters and monsters sound as good as they should. The voice acting in this game has been widely considered as an awful interpretation of the characters. Heck, even the banter between Dracula and Richter at the beginning of the game has become an internet meme. From my personal point of view, it was pretty good for its time, and I keep starting over the game just to hear Richter and Dracula throwing snobby, 19th century insults at each other.

One of the defining moments of this game. Priceless.

As soon as I started playing, I felt for the control's responsiveness. As I had suspected, this game truly delivers in that regard. With gameplay mechanics inherited from Super Metroid, the game plays (ironically) like heaven. The controls are fluid. You can change your direction as you fall, attack in mid-air, transform in mid-air and perform special moves so difficult your thumbs might even fall off. This game is essentially an action sidescroller, and a really good one at that. The constant backtracking in order to access new areas when new abilities are unlocked is still as good as it was twelve years ago. There are plenty of secrets to keep you entertained here, and some of them require out-of-the-box thinking.

The story in this game actually sets the canon of the entire franchise, and also brings back old characters like Alucard, who is the main character. In this game, the last Belmont went missing, and Dracula came back to life a few years earlier than usual. Now his son, the main character, must set out to stop his father once again. Nothing too convoluted nor complex, but it gets the job done. If you're anything like me, you'll be blazing through the game just to watch one of the cutscenes.

Closing Comments:

And so, after a brief analysis of the game, I can finally say that I found the answer to my question. Castlevania: Symphony of the Night holds up (mostly) against today's standards. The graphics might be decent at best, and the voice acting a polarizing factor, but the gameplay is tight and addicting, the story is quite good, and the music will blow you away in its awesomeness. If you can let slip some graphical details, I recommend giving this defining title a try.

When the video game industry was born, it gave way to a new form of entertainment. Many popular releases such as Super Mario Bros. and Pac-Man brought up standards of quality for the many titles that were released on consoles. As new generations of hardware came and went, those standards rose to new levels. People expected their games to run smoothly, to be entertaining, and to have graphics that are directly proportional to the power of the hardware they were played on. These standards have been mostly followed by most game developers, but as with everything in life, there is always an exception to the rule. That exception, dear readers, is the Mega Man franchise.

As a videogame franchise that has its roots on the Nintendo Entertainment System (Widely known as the NES), Mega Man games had graphical fidelity that was outstandingly good for its time. Fast forward to the SNES launch, and you'll see that Capcom was still planning to release Mega Man games for the console's predecessor. We all know the SNES got the Mega Man X series, which was a nice break from the usual 8-bit offerings. However, 25 years after the release of the first Mega Man game, we get another sequel to the main series. This sequel was called Mega Man 9. It marked the return to the 8-bit graphical style of the early days of the Blue Bomber, together with the top-notch gameplay that characterizes the series. The game was a sales success, and Capcom was so pleased with the support of their fans that they decided to pump out another sequel.

And thus, Mega Man 10 was created.

Story lesson aside, this game is graphically on par with the other core Mega Man releases. It features the 8-bit style old school fans have come to love. I dare say that this game could be released on the NES without being altered at all. On the PS3 and XBox 360, gamers have the chance to see this 8-bit title on High Definition. The result? A simple, straightforward yet beautiful presentation. The framerate is perfect. Never for a moment did this game lag on me - not even when there was a lot of action on the screen.

Capcom even created a box art that would be right at home on the 80&#Array;s.

The music in this game, much like everything else, is a throwback to the old days of gaming. New 8-bit tunes are the norm here. However, the quality of these tunes is overwhelmingly good, and they are incredibly catchy. The theme from the Blade Man stage is still playing on my head as I write. The sound effects are faithful to the movements and never falter.

A case could be made about the many aspects of this game, but the one gamers will care about the most is the gameplay. About that, I can tell you that the platforming is solid and polished to perfection. This means that if you miss a jump and fall down a pit, it is your fault and not the game's. The controls are very responsive, and that combined with the stage select option make it an ideal candidate for speed runs.
Thankfully, Capcom added just that in the form of Time Attack mode. Players can play through any stage (Even the Wily ones) with a timer that counts the time it takes for players to get from start to finish. This mode is especially addictive, and that is without taking into account the fact that your record time for each stage can be uploaded to a leaderboard online. You can also watch the replay of any player in the world, including yours. Time Attack alone adds a lot of replay value to an already outstanding title, but that is not all that this game provides.

Cool new enemies have been added, such as these robot trucks.

Capcom was smart to include many alternatives to the main story, and these really add up to the experience. In addition to Time Attack, they implemented Challenges, a training of sorts that gets harder as you progress through the different objectives. Clearing these challenges ups your overall rank, which is measured on the average grading scale (A - F). This adds up even more to the replay value. Add in trophy support and you have a game that keeps on giving.

The story in this game is pretty straightforward: A new robot disease called Roboenza is causing major disasters in Monsteropolis, and scientists cannot find a cure. However, Dr. Wily comes into the scene, claiming that he can make a cure if Mega Man can recover some machine parts from the robot masters. There are some plot twists in there, but nothing too surprising. However, Mega Man has never had a focus on story, so this does not affect the overall quality of the game.

Closing Comments:

Mega Man 10 IS a hardcore game. Its difficulty and 8-bit graphics will make younger gamers shy away from this title. On the other hand, if you get the patience to sit down and play it, you will be greatly rewarded with incredible gameplay, replay value and loads of fun. I recommend getting the PS3 version, since the controller of said system is a perfect fit for this game. If you're looking for something different to play, download this game. You're just 10 dollars away from the ride of your life.

E3 has come and gone. For many people, Nintendo's press conference was a letdown. In my personal opinion, their presentation was a very good one. Nintendo Land, albeit a simple game, can get the casual crowd to familiarize with Nintendo's lesser known franchises(F-Zero and StarFox, among others). Personally, I was really satisfied with all of the new features implemented into the console, but what really called my attention were the games presented on the show floor. I found most of these quite interesting, and consider them good enough reason to buy the Wii U at launch. Here's the list of the games that I plan to buy for the console as soon as I get it, in order of priority.

1. New Super Mario Bros. U

I can't wait to put my hands on this game. NSMB Wii was incredibly fun, since I have a lot of neighbors that always join in to play with me. Playing a 2D Mario game with three other friends was a blast, and I can't wait to do it again. In HD!

2. Pikmin 3

I have never played a Pikmin game before, but the preview at E3 and subsequent coverage about Pikmin 3 sparked my interest in this franchise. The graphics look awesome, and so does the gameplay. I'm a sucker for strategy games, so you can be sure I'll be getting this one as soon as possible.

3. ZombiU

I've never been much into Zombie games, but this one looks so fun, I'm planning to buy it ASAP. I love how it makes a creative use of the GamePad, and the previews that I have seen make it look like it's really good. If I can't get it at launch (wallet might not survive), I'll definitely get it sometime thereafter.

4. Assassin's Creed III

Another franchise I haven't played much, but one I'm planning to jump in with the Wii U version of Assassin's Creed III. The North American setting was the thing that got me really interested in this game. I might not get it at launch, either, but I will follow it closely.

5. Castlevania: Lords of Shadow 2

I heard that this was confirmed for Wii U somewhere, so I am including it into the list. I liked Lords of Shadow a lot, and I am a fan of the Castlevania franchise, so it is only natural that I'll be looking forward to this title.

And that was the list. I don't include Nintendo Land, since that game seems almost completely oriented to the casual crowd. Well, thanks for reading and comment if you like.